Editing Barbarians of Lemuria: The Breath Of A Demon God

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== Player Characters ==
 
== Player Characters ==
  
* [[Eadwin of Oomis]], played by Dorsai
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* [[Neave of Valgard]], played by scorch
 
 
* [[Enok of Shamballah]], played by Zolock
 
 
 
* [[Oohlot of Zalut|Oohlat of Zalut]], played by JeStor
 
 
 
* [[Talathlan of Shamballah]], played by Space Cowboy
 
  
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* Tambourlane of Parsool, played by Tophocles
  
=== Past Player Characters ===
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* Talathlan of Shamballah, played by Space Cowboy
  
* [[Tambourlane of Parsool]], played by Tophocles
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* Oohlot of Zalut, played by JeStor
  
* [[Neave of Valgard]], played by scorch
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* Eadwin of Oomis, played by Dorsai
 
 
* [[Torm of the Axos Mountains]], played by Stattick
 
  
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* Enok of Shamballah, played by Zolock
  
 
== Origin summary ==
 
== Origin summary ==
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=== The basic system ===
 
=== The basic system ===
  
When you do most things, you roll 2d6+relevant attribute+relevant career (if any)+situational modifiers (if any). If you roll 9 or higher, you succeed. If you roll a natural 12, you always succeed, and if you roll a 12 and the roll would have succeeded even without that rule, you've rolled a Mighty Success. If you roll a natural 2, you always fail, and if you roll a 2 and the roll would have been a failure anyway, you've rolled a Calamitous Failure. Both of those are, obviously, fancy barbarian-talk for critical successes and botches. You can spend a Hero Point to transform a Mighty Success into a Legendary Success - see below for rules on Hero Points.
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When you do most things, you roll 2d6+relevant attribute+relevant career (if any)+situational modifiers (if any). If you roll 9 or higher, you succeed. If you roll a natural 12, you always succeed, and if you roll a 12 and the roll would have succeeded even without that rule, you've rolled a Mighty Success. If you roll a natural 2, you always fail, and if you roll a 2 and the roll would have been a failure anyway, you've rolled a Calamitous Failure. Both of those are, obviously, fancy barbarian-talk for critical successes and botches.  
 
 
 
 
=== Calculating points ===
 
 
 
There are four kinds of points in BoL that can be spent or lost in the course of adventure:
 
 
 
* Every character has a number of Lifeblood (LB) points equal to 10+Strength. LB points lost to unarmed attacks (that is, ones inflicted with the Brawl ability) are regained in full with 15 minutes of rest and relaxation. For LB points lost to more serious damage, half the LB points lost (round down) are regained the first time the wounded character manages to take 15 minutes to rest. In addition, a successful Mind+Physician roll by another character can restore another number of LB points equal to the other character's ranks in Physician. The remaining points must be recovered at a page of 1 per day spent resting.
 
 
 
* Every character has a number of Hero Points (HP). Most characters have a maximum of 5, though this can vary depending on what Boons they have taken - see Boons and Flaws below. Spent HP replenish to their maximum after each adventure.
 
 
 
* A character with the Magician career (even if it is at rank 0) has a number of Arcane Power (AP) points equal to 10+Magician. Arcane Power points replenish differently depending on how they are spent; a sorcerer regains 4 AP spent on cantrips every noon and every midnight, and 4 AP spent on spells of the First Magnitude every noon ''or'' midnight (the sorcerer decides which one when he first takes the Magician career, and it can not be changed thereafter).
 
 
 
* A character with the Priest career has a number of Fate points equal to their Priest rank. By spending 1 Fate point, the priest can aid or hinder a single die roll of another character. The aided/hindered character rolls an extra die for the task, and drops the highest (if hindered) or lowest (if aided). The assistance or hindrance must somehow be linked to the priest's god's domain - for instance, a priest of Filliana, the Goddess of the Night, might bless an attempt to stay hidden in the shadows, and a priest of Chiomalla, the Goddess of Crops, might curse the efforts of a raider to strike down a peasant defending his fields. To restore spent Fate points, the priest must visit a temple to his deity and make devotions for one hour per Fate point spent.
 
 
 
 
 
=== Combat ===
 
  
To decide your initiative in combat, roll 1d6+Agility at the start. Highest result goes first. In the event of a tie, the character with the highest rank in the combat ability he or she is using goes first; in an event of a tie even there, the character with the highest rank in an appropriate career goes first. For simplicity, you keep the same initiative order until the combat ends. All rabble of the same kind goes on a single initiative, though standard NPCs and villains get their own.
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When trying to hit someone in combat, you roll 2d6+Agility+Brawl/Melee/Ranged (depending on the type of attack)+situational modifiers (if any) - the target's Defense. Sometimes, you might also add a career to the roll - for instance, you might add Assassin when trying to stab someone in the back, or Pirate when boarding an enemy ship. Otherwise, it's the same as for regular actions.
  
To hit, you roll 2d6+Agility+Brawl/Melee/Ranged (depending on the type of attack)+situational modifiers (if any) - the target's Defense. As usual, a roll of 9 or more is a success and means that you hit the enemy. Sometimes, you might also add a career to the roll - for instance, you might add Assassin when trying to stab someone in the back, or Pirate when boarding an enemy ship. This is the exception rather than the rule, though, and such bonuses rarely apply more often than once in a single battle.
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You also have a store of Hero Points - 5, per default. I'll explain their uses later - for now, it's enough to know that you have them and that they're handy to have.
  
Upon hit, the attacker inflicts the weapon's damage plus their Strength rank if fighting unarmed or with a melee weapon, or weapon damage plus half their Strength (round down) if fighting with a ranged weapon. An unarmed attack does 1d2 + the attacker's Strength rank.
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Now then, Boons and Flaws. These are extra strengths and weaknesses you can take. Every character automatically gets to pick 1 Boon from his origin. He can get one more Boon by also choosing a Flaw from his origin as well. You can only take one extra Flaw for one extra Boon - after that, you can't get more Boons that way. In addition, you can pay 2 permanent Hero Points per additional Boon (so in practice, you can get at most 2 extra Boons that way).
 
 
If the defender is wearing armour, they may roll the armour's Protection (for example, 1d6-2 for Light Armour) and subtract the result from the damage inflicted. Negative results on the Protection roll counts as 0.
 
 
 
The defender loses Lifeblood points equal to the damage taken. A character whose Lifeblood is reduced to 0 has fallen unconscious. If a character's Lifeblood is reduced below 0, they will slowly bleed out, losing 1 point of Lifeblood per turn. If Lifeblood ever sinks below -5, the character is dead. A dying character can be stabilised by someone making a Mind roll along with an appropriate career (most commonly Physician), with a penalty equal to the wounded character's current negative Lifeblood.
 
 
 
A Mighty Success on an attack roll against a hero, villain or standard NPC does the maximum damage for the weapon used +1d6. When inflicting a Mighty Success against rabble (nameless, non-powered NPCs), a hero rolls damage as usual, but the result is the number of rabble that are immediately removed from the fight. The hero's player decides just how it happens - perhaps he cut them all down with a single mighty swing, he managed to cut the supports for a balcony and make it crash down on their heads, or maybe he just dispatched one of them so gruesomely that the others fled in fear.
 
 
 
As usual, a Mighty Success that was achieved through a natural roll of 12 that would even otherwise have been a success can be turned into a Legendary Success. Such an epic blow deals the maximum amount of damage for the hero's weapon + 6 + 1d6 damage to a villain or standard NPC. When achieving a Legendary Success against rabble, the hero rolls damage as usual, but rolls the damage die twice. (thus, a hero of Strength 2 wielding a sword that does 1d6 damage would roll 2d6+2) The result is the number of rabble removed from battle.
 
 
 
A combatant who find themselves overwhelmed can declare full defense. This precludes any action except some limited movement (like leaping behind a convenient wall, say) but gives +2 to the combatant's Defense for that round.
 
 
 
Alternatively, a combatant might choose to focus on parrying one particular blow in lieu of acting themselves for that round. This is a normal Agility+Melee roll, with a penalty equal to the attacker's Melee rank. At a roll of 9 or higher, the blow is fully parried and does no damage.
 
 
 
It is possible to fight with a weapon in each hand. This allows for two attacks or two parries per round, but inflicts a -2 penalty to both of them.
 
 
 
 
 
=== Boons and Flaws ===
 
Boons and Flaws are extra strengths and weaknesses you can take. Every character automatically gets to pick 1 Boon from his origin. He can get one more Boon by also choosing a Flaw from his origin as well. You can only take one extra Flaw for one extra Boon - after that, you can't get more Boons that way. In addition, you can pay 2 permanent Hero Points per additional Boon (so in practice, you can get at most 2 extra Boons that way).
 
  
 
Boons and Flaws have a variety of effects, but most commonly they describe some situation in which you "roll an extra die." That means that you roll 3d6 instead of 2d6 when doing something in that situation, and then drop the lowest (for a Boon) or highest (for a Flaw) die.
 
Boons and Flaws have a variety of effects, but most commonly they describe some situation in which you "roll an extra die." That means that you roll 3d6 instead of 2d6 when doing something in that situation, and then drop the lowest (for a Boon) or highest (for a Flaw) die.
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Anything else your GM allows.
 
Anything else your GM allows.
 
  
 
=== Sorcery ===
 
=== Sorcery ===
  
Briefly, there are two kinds of magic you need to worry about - cantrips and spells of the First Magnitude. There are spells of greater Magnitudes, but those require extensive preparation, so you don't need to worry about those just yet.
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Briefly, there are two kinds of magic you need to worry about - cantrips and spells of the First Magnitude. There are spells of great Magnitudes, but those require extensive preparation, so you don't need to worry about those just yet.
  
 
Cantrips are minor special effects - flickering lights, phantom sounds, levitating coins, that sort of thing. If you have the Magician career, you are assumed to be carrying around a bunch of amulets and trinkets that you can use to cast cantrips, and they have no other Requirements. They generally cost 1 point of Arcane Power to use and do not usually require a roll. If you are trying to use a cantrip to directly affect someone else (like creating a noise in the other direction that you hope a guard will go and investigate), or you are for some reason trying to cast a cantrip without having your equipment handy, they require a roll of 2d6+Mind+Magician and cost 2 points of Arcane Power. A roll of 8 or 9 will generally be a success.
 
Cantrips are minor special effects - flickering lights, phantom sounds, levitating coins, that sort of thing. If you have the Magician career, you are assumed to be carrying around a bunch of amulets and trinkets that you can use to cast cantrips, and they have no other Requirements. They generally cost 1 point of Arcane Power to use and do not usually require a roll. If you are trying to use a cantrip to directly affect someone else (like creating a noise in the other direction that you hope a guard will go and investigate), or you are for some reason trying to cast a cantrip without having your equipment handy, they require a roll of 2d6+Mind+Magician and cost 2 points of Arcane Power. A roll of 8 or 9 will generally be a success.
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Any cantrip or spell that tries to mess with someone's mind or perception, directly or indirectly, takes the target's Mind stat as a penalty to the Mind+Magician roll.
 
Any cantrip or spell that tries to mess with someone's mind or perception, directly or indirectly, takes the target's Mind stat as a penalty to the Mind+Magician roll.
 
 
=== Character Advancement ===
 
 
Heroes receive Advancement Points after each completed adventure. The default amount is 2, but it may be raised to 3 to reward roleplaying. Advancement Points can be spent to improve character statistics as follows:
 
 
* Raise an Attribute by 1 point: {current value of Attribute + 3} Advancement points. ''This has been altered from the RAW.''
 
 
* Raise an Ability by 1 point: {current value of Ability + 2} Advancement points.
 
 
* Raise a Career by 1 point: {current value of Career + 1} Advancement points.
 
 
* Get a new Career at a value of 0: 1 Advancement Point. An explanation of how the new Career was acquired is appreciated but not necessary.
 
 
* Get a new Boon that is offered by your origin: 2 Advancement Points. An explanation of how the new Boon was acquired is appreciated but not necessary.
 
 
* Get a new Boon that is not offered by your origin: 3 Advancement Points. An explanation of how the new Boon was acquired is appreciated but not necessary. ''This has been altered from the RAW.''
 
 
* Remove a Flaw: 5 Advancement Points. ''This has been altered from the RAW.''
 
 
 
== House Rules ==
 
 
=== Improvised Weapons ===
 
 
An improvised weapon is something like a rock, a chair, a bottle or a stick - something that you can snatch up from the environment but which isn't a real weapon. An improvised weapon can be wielded either with Brawl or Melee (the wielder decides). In either case, it bestows a -1 penalty on the roll and does 1d2 + 1 damage.
 
 
 
=== Entanglement ===
 
 
Certain weapons - whips, nets, bolas - can be used to entangle an opponent. An entanglement attack is made with Melee or Ranged, depending on the type of weapon, and has a -1 penalty. If successful, the attack does no damage but the target becomes entangled. While entangled, the target has a -3 penalty to all actions that require the free use of his or her limbs, except for rolls to break free of the entanglement. Such a roll takes one action, unless it achieves a Mighty Success, in which case the target may act normally in the same round as breaking free. The roll to break free can be made with Strength+Barbarian (in which case it breaks the weapon upon success), Agility+Dancer or Agility+Gladiator. The target is considered to have a Defense score of -1 while entangled.
 
 
An entanglement must be actively maintained by the attacker, or the target gets loose without the need for a roll. The attacker can perform attacks on the target or on other enemies while still maintaining the entanglement, but his or her damage die is capped at 1d3. The attacker can of course not use the weapon used for the entanglement in any way while still maintaining the entanglement.
 

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